number as an object, or storing properties of a number - object

in designing an algebraic equation modelling system, I had this dilemma: we cannot associate properties to a number, if I turn the number to a table with a field "value" for example, I can overload arithmetic operators, but not the logic operator since that only works when both operands have same metatable, while my users will compare "x" with numbers frequently.
For example, here is a minimal equation solver system:
x = 0
y = 0
eq1 = {function() return 2*x + 3*y end, rhs = 1 }
eq2 = {function() return 3*x + 2*y end, rhs = 2 }
p = {{x,y},{eq1, eq2}}
solve(p)
The "solve()" will process table "p" to get all coefficients of the equation system and rhs. However, it is essential, a user can associate properties to "x" and "y", for example, lower bound, upper bound. I tries using table,
x = {val=0, lb=0, ub=3}
y = {val=1,lb=3,ub=5}
....
and write metamethods for "x" and "y" such that arithmetic operating will act on x.val and y.val. However, in a scripting environment, we also need to compare "x" with numbers, i.e., "if x>0 then ...". And I stuck here. An ugly solution is to ask users to use x.val, y.val everywhere in modelling the equation and scripting. Does anyone here has similar need to associate properties to a number, and the number can still be used in arithmetic/logic operations?

Something like this could work:
x = {val = 10}
mt = {}
mt.__lt = function (op1, op2)
if (type(op1) == 'table') then a = op1.val else a = op1 end
if (type(op2) == 'table') then b = op2.val else b = op2 end
return a < b
end
setmetatable(x, mt)
print(x < 5) -- prints false
print(x < 15) -- prints true
print(x < x) -- prints false
print(5 < x) -- prints true
Of course, you would write similar methods for the other operators (__add, __mul, __eq and so on).
If you'd rather not use type()/reflection, you can use an even dirtier trick that takes advantage of the fact that unary minus is well, unary:
mt = {}
mt.__unm = function (num) return -(num.val) end
mt.__lt = function (a, b) return -(-a) < -(-b) end

This is rather simple if you have access to the debug library, do you?
debug.setmetatable(0, meta)
meta will be the metatable of ALL numbers. This will solve your logical overloading problem.
However if you would prefer assigning properties to numbers, there is a way you could do this, I wrote a quick example on how one would do so:
local number_props = {
{val="hi"},
{val="hi2"}
}
debug.setmetatable(0,{__index=function(self,k)return number_props[self][k]end})
print((1).val, (2).val)

Related

Simpler way to write x == 1 && y == 1 && z == 1 in Kotlin?

I was wondering if there is a simpler or shorter way to write repetitive conditions like x == 1 && y == 1 && z == 1?
When it is (exactly) repeated code, you should consider to extract the statement into a method and give a meaningfull name, which you know from the context where it is used. This makes the requirement (reading the code) easier to understand, at the point where it is used. And it makes it also easier to spot the it is always the same condition.
if (conditionName(x, y, z)) {
}
fun boolean conditionName(int x, int y, int z) {
return x == 1 && y == 1 && z == 1;
}
I cannot think of a shorter statement for the condition, but a method extraction will improve your code readability, which should be your overall goal.
You could consider using predicates using all. For example:
listOf(x, y, z).all {it == 1}
This will return true when x==1, y==1, and z==1.
If the goal is to shorten what you want, there's not much legroom as your boolean expression is already very concise. Some of the other answers have illustrated how to make what you want more readable, however.
You can make a convenience function for this kind of repeated code (or if you just need it to be more readable, or safer to edit):
fun <T> T.allEqual(vararg items: T) = items.all { it == this }
// or you could make the receiver the first parameter instead, this is just
// more explicit about which item is the value being compared against
1.allEqual(x, y, z)
But no, there isn't any other shorthand built into the language as far as I'm aware - conditions like x == 1 chained with boolean operators are about as simple as it can get! If you want to check multiple things without repeating yourself, any and all make that easy, while being flexible for all kinds of situations, and allowing the user to put together the functionality they need with those more general functions.
If you specifically want a version of all that does a simple comparison to a single value, and doesn't require creating an iterable like listOf, you have to write your own with those tools (which is basically what I've done). It's up to you if you think it's worth it!
If it makes sense you could hold those variables in a class
data class XYZ(
val x: Int,
val y: Int,
val z: Int)
And compare your instance with XYZ(1, 1, 1);
Or if it's just those three variables, you could write
if (Triple(x, y, z) == Triple(1, 1, 1))
val x = 1
val y = 1
var z = 1
println("$x$y$z" == "111") // prints 'true'
z = 2
println("$x$y$z" == "111") // prints 'false'

If elif one liner

if i == len(a):
tempList.extend(b[j:])
break
elif j == len(b):
tempList.extend(a[i:])
break
I am using this in a mergesort-program in Python. Is there any way to put this into a oneliner?
Maybe, but let's give a dedicated non-answer: don't even try.
You don't write your code to be short. You write it so that:
it gets the job done in a straight forward manner
it clearly communicates its meaning to human readers
The above code does that already.
In other words: of course being precise is a valuable property of source code. So, when you have to equally readable pieces of code doing the same thing, and one version is a one-liner, and the other is way more lengthy - then you go for the short version.
But I very much doubt that the above can be expressed as readable as above - with less code.
You can use and and or boolean operations to make a pretty readable one-liner:
l = []
a = [1,2,3,4]
b = [8,9,10]
i = 4
j = 2
l.extend(i == len(a) and b[j:] or j == len(b) and a[i:] or [])
l == [10]
i = 0
j = 3
l.extend(i == len(a) and b[j:] or j == len(b) and a[i:] or [])
l == [10, 1, 2, 3, 4]
This example uses next properties:
The expression x and y first evaluates x; if x is false, its value is returned; otherwise, y is evaluated and the resulting value is returned.
The expression x or y first evaluates x; if x is true, its value is returned; otherwise, y is evaluated and the resulting value is returned.
We have to add or [] to mitigate TypeError: 'bool' object is not iterable exception raised when i == len(a) and j > len(b) (e.g. i == 4 and j == 5).
I'd still prefer an expanded version though.

Scala Comprehension Errors

I am working on some of the exercism.io exercises. The current one I am working on is for Scala DNA exercise. Here is my code and the errors that I am receiving:
For reference, DNA is instantiated with a strand String. This DNA can call count (which counts the strand for the single nucleotide passed) and nucletideCounts which counts all of the respective occurrences of each nucleotide in the strand and returns a Map[Char,Int].
class DNA(strand:String) {
def count(nucleotide:Char): Int = {
strand.count(_ == nucleotide)
}
def nucleotideCounts = (
for {
n <- strand
c <- count(n)
} yield (n, c)
).toMap
}
The errors I am receiving are:
Error:(10, 17) value map is not a member of Int
c <- count(n)
^
Error:(12, 5) Cannot prove that Char <:< (T, U). ).toMap
^
Error:(12, 5) not enough arguments for method toMap: (implicit ev:
<:<[Char,(T, U)])scala.collection.immutable.Map[T,U]. Unspecified
value parameter ev. ).toMap
^
I am quite new to Scala, so any enlightenment on why these errors are occurring and suggestions to fixing them would be greatly appreciated.
for comprehensions work over Traversable's that have flatMap and map methods defined, as the error message is pointing out.
In your case count returns with a simple integer so no need to "iterate" over it, just simply add it to your result set.
for {
n <- strand
} yield (n, count(n))
On a side note this solution is not too optimal as in the case of a strand AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA count is going to be called many times. I would recommend calling toSet so you get the distinct Chars only:
for {
n <- strand.toSet
} yield (n, count(n))
In line with Akos's approach, consider a parallel traversal of a given strand (String),
strand.distinct.par.map( n => n -> count(n) )
Here we use distinct to gather unique items and construct each Map association in map.
A pipeline solution would look like:
def nucleotideCounts() = strand.groupBy(identity).mapValues(_.length)
Another approach is
Map() ++ {for (n <- strand; c = count(n)) yield n->c}
Not sure why it's different than {...}.toMap() but it gets the job done!
Another way to go is
Map() ++ {for (n <- strand; c <- Seq(count(n))) yield n->c}

Julia: Unique sets of n elements with replacement

Given a vector v = [1,..,n], I try to compute all unique sets of n elements with replacements in julia.
Since I want to do this for larger values of n, I'm looking for an efficient solution, possibly using iterators.
For example, let's consider v = [1, 2, 3]: This should results in [1,1,1], [1,1,2], [1,1,3], [1,2,2], [1,2,3], [1,3,3], [2,2,2], [2,2,3], [2,3,3], [3,3,3]. With unique, I mean that if [1,1,2] is a solution, any of its permutations [1,2,1], [2,1,1] is not.
My current solution is based on the partitions function, but does not allow me to restrict the computation on the elements [1,..,n]
for i in n:n^2
for j in partitions(i, n)
## ignore sets which exceed the range [1,n]
if maximum(j) <= n
## accept as solution
end
end
end
In julia v0.5.0, combinatorics.jl has a with_replacement_combinations method.
julia> collect(with_replacement_combinations(1:4,3))
20-element Array{Array{Int64,1},1}:
[1,1,1]
[1,1,2]
[1,1,3]
[1,1,4]
[1,2,2]
[1,2,3]
[1,2,4]
[1,3,3]
[1,3,4]
[1,4,4]
[2,2,2]
[2,2,3]
[2,2,4]
[2,3,3]
[2,3,4]
[2,4,4]
[3,3,3]
[3,3,4]
[3,4,4]
[4,4,4]
I guess, it doesn't get shorter than one-line (using Iterators).
using IterTools
import Combinatorics.combinations
n=3
collect(imap(c -> Int[c[k]-k+1 for k=1:length(c)],combinations(1:(2n-1),n)))
I believe you're looking for the product function from the Iterators package. In your case product(v,v,v) should do what's required.
Here is a function to calculate the required collection:
function calcset(n=3)
res = []
for c in combinations([1:(2n-1)],n-1)
c3 = [c,2n].-[0,c]
push!(res,vcat([fill(i,c3[n-i+1]-1) for i=1:n]...))
end
return res
end
calcset(3)
There is probably some better way to code this, but this should be enough.
Notice the result is generated through repeated push!s, so this is easily turned into an iterator, if necessary.
And in iterator form:
import Base: start, next, done, eltype, length
type ImageTypeIterator
inneritr::Base.Combinations{Array{Int64,1}}
n::Int
end
imagetype(n::Int) = ImageTypeIterator(combinations([1:(2n-1)],n-1),n)
eltype(itr::ImageTypeIterator) = Array{Int64,1}
start(itr::ImageTypeIterator) = start(itr.inneritr)
function next(itr::ImageTypeIterator,s)
(c,s) = next(itr.inneritr,s)
c3 = [c,2*itr.n].-[0,c]
(vcat([fill(i,c3[itr.n-i+1]-1) for i=1:itr.n]...),s)
end
done(itr::ImageTypeIterator,s) = done(itr.inneritr,s)
length(itr::ImageTypeIterator) = length(itr.inneritr)
# test with [1,2,3]
for t in imagetype(3) println(t) ; end
The test at the end should print the collection set in the question.
BTW the name ImageTypeIterator is an attempt to characterize the collection as the distinct types of sizes of preimages when looking at a function f : [1:n] -> [1:n]. But a different interpretation might be appropriate. Other names suggestion welcome in comments.
A faster?/clearer? implementation could use:
imagetype(n::Int) = ImageTypeIterator(combinations([1:(2n-1)],n),n)
function next(itr::ImageTypeIterator,s)
(c,s) = next(itr.inneritr,s)
v = Array(Int,itr.n)
j = 1 ; p = 1
for k=1:itr.n
while !(j in c) j += 1 ; p += 1 ; end
v[k] = p
j += 1
end
(v,s)
end
Its the same logic as above, but without too much slicing. The logic takes a subset of 2n-1 and views non-gaps as repeated values and gaps as a trigger to advance to next value.
OK, a simpler version using Iterators.jl:
using Iterators
function ff(c)
v = Array(Int,length(c))
j = 1 ; p = 1
for k=1:length(c)
while !(j in c) j += 1 ; p += 1 ; end
v[k] = p
j += 1
end
v
end
# test
n = 3
for t in imap(ff,combinations([1:(2n-1)],n)) println(t) ; end
This is perhaps the simplest version, although equivalent in methods to the other answers.
And in the spirit of brevity:
using Iterators
ff(c) = begin
j=1;p=1; [(while !(j in c) j+=1;p+=1 ; end ; j+=1 ; p) for k=1:length(c)]
end
n = 3 # test
for t in imap(ff,combinations([1:(2n-1)],n)) println(t) ; end

In Lua, how do you find out the key an object is stored in?

How would you print() out or find out the index of an object?
For example, if I spawned 20 random rock objects on screen into an array RockTable = {};
Like this RockTable[#RockTable + 1] = rock;
And all 20 rocks are displayed on screen how would I find out what key or index each rock has by clicking on them?
I'm using Corona SDK.
Any help would be greatly appreciated.
Invert the table:
function table_invert(t)
local u = { }
for k, v in pairs(t) do u[v] = k end
return u
end
You can then use the inverted table to find the index.
I find this function so useful that it goes into my permanent "Lua utilities" libraries.
There's another way you can do it, using metamethods.
[Edited to allow you to remove values too]
t = {} -- Create your table, can be called anything
t.r_index = {} -- Holds the number value, i.e. t[1] = 'Foo'
t.r_table = {} -- Holds the string value, i.e. t['Foo'] = 1
mt = {} -- Create the metatable
mt.__newindex = function (self, key, value) -- For creating the new indexes
if value == nil then -- If you're trying to delete an entry then
if tonumber(key) then -- Check if you are giving a numerical index
local i_value = self.r_index[key] -- get the corrosponding string index
self.r_index[key] = nil -- Delete
self.r_table[i_value] = nil
else -- Otherwise do the same as above, but for a given string index
local t_value = self.r_table[key]
self.r_index[t_value] = nil
self.r_table[key] = nil
end
else
table.insert(self.r_index, tonumber(key), value) -- For t[1] = 'Foo'
self.r_table[value] = key -- For t['Foo'] = 1
end
end
mt.__index = function (self, key) -- Gives you the values back when you index them
if tonumber(key) then
return (self.r_index[key]) -- For For t[1] = 'Foo'
else
return (self.r_table[key]) -- For t['Foo'] = 1
end
end
setmetatable(t, mt) -- Creates the metatable
t[1] = "Rock1" -- Set the values
t[2] = "Rock2"
print(t[1], t[2]) -- And *should* proove that it works
print(t['Rock1'], t['Rock2'])
t[1] = nil
print(t[1], t[2]) -- And *should* proove that it works
print(t['Rock1'], t['Rock2'])
It's more versatile as you can copy the t value and take it with you; it also means that you only have to play around with the one variable most of the time - hopefully should reduce the likelihood of you trying to access the wrong thing.
The simplest way is to add an "index" property to each rock:
RockTable = {}
for i=1,20 do
local rock
-- do your thing that generates a new 'rock' object
rock.index = #RockTable + 1
RockTable[rock.index] = rock
end
If you use a touch listener method, you can retrieve the rock this way:
function touchListener( event )
local rock = event.target
local rockIndex = rock.index
-- ...
end
It is true that you can maintain a second table with indices, but I find my method cleaner - when it is time to remove things, you only have to worry about one table, the main one.
I have a question though: why do you need to retrieve that index? In most cases, well designed event listener functions are enough, you don't need to "find" your objects. Of course I lack information on what you are trying to do, but it is possible that you are over-complicating things.
you could do something like this to save you some trouble of constantly looping over a table to find the index...
RockTable = {}
RockIndicies = {}
for i = 1, 20 do
idx = #RockTable + 1
RockTable[idx] = rock
RockIndicies[rock] = idx
end
then when you need to know the index, you can just use the rock you have to index RockIndices to quickly get it. If you 'delete' a rock, you'd want to make sure to remove it in both places.
Unfortunately you'd need to brute the table, to my knowledge. Although, to know that one was clicked, wouldn't you need to be looping them in some way anyway; and therefore already know the index?
Edit
Oh, unless Corona has some sort of callback event for clicking. I've never used it, I've got experience in Lua though.
You could maybe do a backwards reference, like so:
Rocks = {a rock, a rockB, a rockC}
RocksB = {[a rock] = 1, [a rockB] = 2, [a rockC] = 3}
Then just say rockNum = RocksB[rock]
I'm pretty certain that should work but I can't guarantee it, worth a try though.
Edit2
The brute method would look somewhat like:
function getRock(rock)
for _,v in pairs(rocks) do
if (v == rock)
return _
end
end
return "Rock does not exist."
end

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